Faction relations are now categorized as hostile/neutral/ally instead of just hostile/neutral. Allies will randomly send military aid and will respond to certain special requests.

You can now offer gifts to improve faction relations by using transport pods, sending caravans, or giving gifts to their traders. Gifts can be silver, items, or slaves. No more magical teleporting silver gifts.

Visitors of allied factions will now occasionally leave gifts before leaving.

Infestations now begin with the insects tunneling towards the colony, which gives the player time to respond.

You can now write job titles for your colonists.

New type of attack: Kick sand/water in eyes.

Condensed leathers together into fewer types. Instead of a separate type for each animal, there are categories.

You can now smooth natural rough rock walls into high-quality walls.

Trained animal skills and tameness now decay over time. Animals can revert to the wild, depending on their natural wildness.

Deep drill use will now sometimes cause insect attacks (by tunneling through the ground near the drill, with a warning).

New edge shader for blueprints looks much nicer and more visible than before.

Workbench bills can now be assigned to specific colonists.

Added “Show what will buy” window which shows all items a trader will buy.

Trees’ color now depends on the current season.

Added tainted-apparel thing filter.

Increased prisoner recruitment chance and added a resistance which must be reduced to zero before recruitment can begin.

Animals can now be renamed.

Animals can now get diseases.

Added an automatic destroyed building replacement toggle. When active, a destroyed building will leave behind a blueprint and be automatically rebuilt.

Added translation report tool: Generates a report about the currently-loaded language data stating which translations are missing, which are unnecessary, and lots of other useful information.

Added translation cleaner tool: Corrects many common problems in translation files and adds/updates English language reference for every string in the game.

You can mass-toggle various checkboxes and drop-down selections by clicking and dragging the mouse over them.

Workbench bills can now be copied and pasted.

Colonists now opportunistically haul items while working if their current target is roughly in the same direction.

The player can now request AI-core quests from allies.

It’s now possible to craft prosthetic and bionic body parts, grenades, and molotovs.

It’s now possible to mass-cancel all designations with a designator’s right-click menu.

It’s now possible to forbid/unforbid all items and rearm all traps with a designator’s right-click menu.

You can now drag and reorder colonists in the colonist bar.

Social interaction log now has flavorful randomized text instead of the same repeated interaction text every time.

Mods page now has a search bar so you can easily find one mod in your list of hundreds.

In some very bad situations, a mysterious Man in Black may arrive. Can he set things right in these parts?

Armor system reworked into a 3-outcome system with armor penetration. The armor penetration of the weapon is subtracted from the armor value of the armor. This gives an effective armor rating, measured as a percent. We *roll a RNG out of 100%. If the result is under half the effective AR, the hit is totally deflected. If the result is over half the effective AR, but under the effective AR, the hit is mitigated – damage is reduced by half and sharp hits *are converted to bruise. If the result is over the effective AR, the hit passes the armor and applies normally. As before, armor is applied in sequence from the outside in. AR maxes out at 200%. Default armor penetration is *1.5% per point of damage, but some weapons vary from this.

Totally reworked how plants grow; they now grow everywhere at once instead of reproducing plant-by-plant. Wild plants after several in-game years should now look more or less as good as at the beginning.

Long-range mineral scanner can now be tuned to seek specific minerals, and must be worked by a researcher.

Storyful combat: A major rework of melee combat, and a new way to report all combat interactions. Storyful combat generates a combat log that reports each blow, miss, swipe, block and fall in the combat. During or after a fight, you can review the combat log to see what happened, to generate a richer story.

Various research has been split up

Gun research is now broken into several stages, so making advanced guns like assault rifles takes more research than making simple revolvers

Melee weapon research is now broken into several stages

New furniture

Bedroll: Portable bed

Dresser: Passively improves room

Endtable: Passive improves room

Various new table sizes

New quest reward special items:

Psychic emanator

Vanometric power cell

Infinite chemreactor

Techprof subpersona core

Healer mechanite superdose

Resurrector mechanite superdose

Orbital bombardment targeter

Orbital power beam targeter

Tribal content upgrade:

Ikwa melee weapon

War mask

Tribal headdress

Recurve bow

Tribal hunter

Tribal heavy archer

Tribal berserker

New world site components (used in various situations):

Sleeping mechanoids

Animal ambush

Enemy ambush

New mental breaks:

Insulting spree. Randomly go around and insult people.

Targeted insulting spree. Follow around a specific other colonist, insulting them repeatedly.

World features like lakes, mountain ranges, and bays are now detected and named. Names are displayed in the world view.

Caves now form sometimes in mountainous maps. Inside there are special cave plants. There can also be dormant insect hives.

Many new tale types were added. So, the game will record many new types of events, and colonists can make art about them. Art descriptions should be much more diverse.

Crop blights now appear and spread over time instead of instantly destroying crops

Spaceship is now bigger and has one more component, the sensor cluster

Spaceship quest ending phase: When going to the hidden space ship to finish the game, the game does not end instantly on arrival. The map generates with the ship intact. To take off, first you must power up the ship, which takes some days, during which you must survive raids.

Space ship construction now requires advanced components, which have their own tech tree and production method

Split pistol into revolver and autopistol

Boomalopes can be milked for chemfuel

Added chemfuel generator, which generates electricity from chemfuel

Artillery works differently now. There is one type of mortar, which can fire any type of shell, with each shell creating a different effect. The shells are explosive, incendiary, firefoam, and antigrain (a special high-tech warhead).

Seasonal latitudes: Seasons now more reasonably adjust depending on latitude. Instead of flipping at the equator, there is a seasonless crossover zone.

Redesigned alert letter types and sounds to be more specific.

Pawns can now be banished. This is analogous to abandoning pawns in caravans.

Technical: The save file now contains the actual contents of the planet map, instead of just the seed to generate it. This speed up loading, makes forward compatibility possible, and makes it technically possible to modify the world map during play.

Stone roads generate using local stone and a new flagstone terrain type.

Visitors, caravans, traders, and raiders tend to arrive and leave on the roads.

World generation is more chronological now. First continents form, then rivers, then an ancient society is shallowly simulated to generate ancient roads, then modern settlements and roads are generated (alongside ancient roads, *often).

World quests

New “site parts” world site generation system. It allows assembling together a world destination from several ‘parts’. Mixing and matching will allow us to create a huge number of combinations.

New world quest incident: Item stash. An allied faction tells you about a stash of randomly-generated reward items, guarded by a random threat. You can send a caravan to defeat the threat and collect the reward.

New world quest incident: Bandit camp. An allied faction asks you to defeat a bandit camp, and offers you a reward if you do so.

New world quest incident: Caravan request. An allied faction asks you to deliver a particular resource to a particular base in a particular time frame, for a special reward.

New ‘long-range mineral scanner’ building slowly scans for precious resource lumps nearby in the world. You need to send a caravan to collect them. Lumps may be defended.

New caravan incident: Payment demand. Raiders demand items or slaves from your caravan; if you refuse, they attack.

Other new stuff

Added smokepop belt. Emits a cloud of accuracy-reducing smoke when the wearer is shot. Smoke also prevents turret targeting.

Characters can now tend their own wounds (with a penalty to effectiveness).

Added bowler hat.

Corpses now leak black corpse bile while rotting.

Vents can be opened and closed with a flick action.

Add option to render hats only on the main game map (but not on the portraits in the pawn bar).

Bills can now be temporarily paused when satisfied, until automatically reactivated at a lower level. This reduces the need for pawns to repeatedly return to the work bench each time the count falls just one below the target count.

You can now create your own packaged survival meals (with appropriate research and ingredients).

All pawns now have “head butt” attacks they can use if they’re missing all other attacking body parts.

Added a “caravan packing spot” so you can tell your caravans where to assemble.

When trees burn, the leave behind burned tree stumps.

When structures and plants burn, they leave behind ash.

Carpets and wooden floors can now burn.

New training lessons for explaining shield belts, and how door opening speed is affected by material type.

New ‘wimp’ trait makes pawn incapacitated from even a relatively small amount of pain.

New chain shotgun weapon

Modding

Modders can now add “def modifiers” which, instead of replacing a whole def, change specific fields of that def. This allows multiple mods to change the same def without wiping each others’ changes (unless they change the same field, of course).

Added “animal product yield” stat which makes some pawns more/less likely to waste the product when gathering wool or milk.

Removed post-process curve from melee hit chance so it uses the simple level-by-level tuning. It’ll be much harder to hit things now at low melee skills. Note: Default hit chance is 0.6 for pawns without skills. This equals the chance of a pawn with melee skill 6.

Added a melee dodge stat, so better melee-skilled pawns will have more advantage. Pawns don’t melee dodge while aiming or firing ranged weapons.

Work tab boxes are easier to identify skill level for visually.

Added small crunching sound that plays when you assign a pawn to a skill they’re terrible at.

AI

AI has more intelligent ranged shot target selection with random elements. Harder to exploit, and looks less dumb, doesn’t shoot at chickens as much.

Raider with mega-weapons will now avoid friendly fire

Sapper groups will now choose another sapper if the first one is killed, making them much more persistent.

Sapper groups will now continue digging even while defending from attack.

Animals flee when harmed.

Added a new state to caravan lord job, “bloody exit”, which makes the exit individually, as aggressively as possible. This makes it a bit hard to rob caravans.

Raiders will no longer compulsively attack doors.

Base defense AI is touchier; stealth raids will be much much more difficult (and probably infeasible most of the time).

Plants now have different graphics when they are harvestable – you can see the berries/cotton/corn on the plant ready to be taken.

Buy/sell price spread for trading is much wider (150%/50%).

Drugs are now slower to produce, slower to grow, and heavier.

Cannibalism is harder on mood.

Integrated incidents (ambush, manhunters, etc) better with caravans and temporary maps. Incidents can now target both of these, and the story state (incident cooldowns, etc) is passed back and forth between a caravan and its map to maintain continuity.

Plant generation algorithm for map start reworked to generate plants in more interesting patterns, with denser areas and more clear areas interspersed, and groves of trees in sparse biomes.

New graphics for some floor types and things (stone floors, stone chunks, etc).

Armor now takes a constant fraction of incoming damage instead of absorbing all prevented damage. This solves an issue where good quality armor would be destroyed sooner.

Sun lamps now turn themselves off when plants are resting

Equipment rack is now a general shelf which can hold pretty much anything.

Small items like gold and silver are now 10x smaller, not 20x, so it’s more feasible to build things from them.

Jade is not small any more.

Other bases regenerate their trade stock less often.

Changed flammability for fur and leather to 100%, and for meat to 50%.

Manhunter pack incident can now use any kind of animal.

Rebalanced all trader stock generation.

Traders will generate with fewer extreme quality items.

Pawns missing heads will have visually missing heads.

It’s no longer possible to create a settlement directly adjacent to an existing settlement.

Caravans now enter/leave tiles when touching the tile boundary, instead of when in the center of the adjacent tile.

Redesigned how capacities are calculated from body part efficiencies with an entirely new collection of algorithms, to stop various nonsensical cases and simplify how health conditions can affect the body.

Gear tab now displays item stack masses.

Caravans now generate a lot tougher.

All caravans now buy art. Art is lighter (e.g. easier to sell) and has a sell price bonus so it’s now a better trade good.

Catharsis thought is more powerful but shorter in duration.

Redesigned stats so that in almost all cases, high numbers are better.

Rebalanced the beauty system to be much more dependent on art; random furniture has less or no beauty effect.

Ship part crash incident now scatters rubble and chunks around the crash site.

Healroot grows wild now, in some biomes

Added caravan route planner. It allows placing several waypoints, and measures the time to travel the route along them.

There is now a progress dialog while the planet mesh is generating (so people don’t think the game crashed).

Date system reworked. Seasons are now arbitrary “quadrums” which cover 1/4 of the year and are the same on the whole planet.

Previous Version : Alpha 16

World map is now modeled as a sphere covered with hexagons (and a few pentagons).

New map generation to make nicer mountain ranges, hill clusters, and continents.

Nice backdrop with stars and sun.

Time of day is modeled on the planet view; local time of day corresponds to how the sunlight hits the planet.

Time zones are now modeled, out of necessity.

New planet generation parameter: temperature. You can make worlds that are overall hotter or overall colder.

New planet generation parameter: rainfall. You can make worlds where there is overall more or less precipitation.

New biome: sea ice.

Factions can now have many bases; non-player factions generate with lots of bases.

Multiple simultaneous maps

There can now be multiple local maps active at once. For example, you can have your colony running as well, as a group of soldiers attacking an enemy base, at the same time.

The character bar at the top of the screen shows all of your colonists and allows you to change which map you’re looking at. It groups characters togehter by the map they’re on.

You can settle multiple colonies at once. However, for balance and performance reasons, the default limit is one colony at a time. This can be increased in the options menu if you want to experiment, but we don’t recommend it.

Caravans

Player can now gather up groups of colonists, prisoners, and animals, and form caravans to travel across the world surface.

Caravans are formed using a special “create caravan” dialog, which allows you to easily decide what people, animals, and items should be included in the caravan up to its carry weight limit. The colonists do the busywork.

Caravans appear as units in the world map, where they can be ordered around similarly to drafted soldiers in the local map.

Caravans can be ambushed by enemy factions or manhunting animals. This produces a temporary local map.

Caravans can incidentally meet friendly traders and trade.

Caravans can visit other faction bases and trade with them. Faction bases have more stock and better prices than traders who come and visit your colony.

Caravans can attack faction bases. The game generates a simple faction base map with defenders and loot, and you raid it. If you defeat the defenders, you can move in and take over the base (for now, generated bases are quite simple.)

Caravans can settle and form new colonies.

You can abandon your bases to shift to new ones.

Caravans move at different speeds depending on the biome, the time of year (cold biomes close off with the winter snows), local hilliness, the movement speeds of people in the caravan, and whether there are wounded to carry.

It is possible to abandon people and items from caravans. Abandoning people will, depending on the context, produce sad thoughts from their friends and relatives, especially if you abandon them in circumstances that seem *impossible to survive.

Travel victory

New game ending: A friendly person offers a ship, but it is distant, across the world map. If you travel there, you can escape the planet and complete the game. But, traveling there will take a long time and you’ll need to stop at various points to build up supplies or solve problems.

Transport pods

You can build transport pod launchers and transport pods. These let you launch their contents long distances across the world map, over oceans or mountains.

Pods can be targeted on empty world tiles, to send a caravan of people and gear there.

Pods can be targeted on enemy bases, where you can perform “drop-in” raids and drop right on top of the base, or drop outside it – just like raiders do to you!

Pods can be targeted on existing combat maps or other bases you control. This allows you to do things like resupply an ongoing siege with artillery shells (just like raiders do when besieging you), reinforce a weak caravan that just got ambushed, or send supplies and people between two bases you control.

Pods are loaded by selecting several and creating a “launch group”. An interface like that for creating caravans appears, allowing you to define what and who should be included. The colonists do the detail work.

Transport pods require chemfuel, which can be bought, founded, drilled from the ground, or refined from wood or food using the new refinery building.

New research screen! Research projects are laid out visually according to their dependencies in a left-to-right arrangement similar to the Civilization games. Modders need to manually place their projects, but if two overlap the game will automatically move them apart.

Redesigned how medical system generates text feedback. Tooltips now contain much more information with less ambiguity. Wound tendings are now of any percentage quality (not just good/poor).

Game now warns you when you order slaughter of a bonded animal (because of the mood impact).

Added visual feedback thought bubbles for when pawns gain certain good and bad thoughts, so it’s easier to see when something just bothered or pleased them.

Rich soil is darker in color and so easier to see.

Added a “hold fire” toggle on drafted pawns that makes them not automatically shoot at enemies.

In order to avoid annoying players by having animals always follow their masters, even into combat, players can configure when animals will follow their masters. There are two toggles: Follow while drafted, follow while hunting/taming

Drugs and health

Drug rebalance. Increase drug addictiveness in general. Drugs can now damage the body in various ways: Alcohol can cause brain damage or liver cirrhosis or liver cancer, smokeleaf can cause asthma or lung cancer, psychite can *damage kidneys, wake-up and go-juice can damage the brain, and generalized overdoses can cause brain damage.

Drugs are more lucrative on the market.

Added a third toggle in drug policy saying whether you can use the drug to feed an addiction, separately from joy usage.

There is now a random chance of a overdose when taking drugs, even if just taking one dose.

Added a way to administer specific drugs to people, including prisoners, animals, and downed people. So you can give Luciferium to someone who needs it.

Malari-block reworked into Penoxycyline, which prevents a wide variety of infections (not just malaria).

Drug chemical effects are modulated by body size. So elephants need a lot of beer to get hammered; squirrels not so much.

Luciferium occasionally heals old wounds/scars. Luciferium is harder to get (less of it in old shrines, higher prices).

Stats now stack differently (more additive, less multiplying) to reduce some exploits.

The mood effects from room impressiveness have been redesigned and rebalanced. Characters now have consistently reasonable thoughts about the quality of their personal room, so there is a reason to make better rooms (though *high-quality rooms aren’t absolutely necessary). Mood effects from eating in or convalescing in nice/poor rooms are also more reasonable and better-fed back.

Rebalanced plant growth timings.

UI can now be scaled to arbitrary scaling factors, for players who play in really high resolution.

Previous Version : Alpha 15B

A tiny hotfix to a small bug which caused Cassandra Classic and Phoebe Chillax to send several raids in the 5-10 day range, making early game far too hard. Because it will shift the storyteller's timer, it may cause some players to get a string of raids in a row or a long peaceful period. This will only happen once.

Learning helper

Learning helper sits in the top right of the screen. If something happens relating to a concept the player hasn’t learned, that lesson will be activated and shown on the learning helper. It can then be opened and read. Lessons are automatically marked as learned when the player does the necessary interaction, and can be marked as learned manually. Lessons are shown as needed by circumstance, or on a slow timer. The overall idea is that you’ll never be shown a lesson you already know, but always be shown the lessons you need to know now.

Learning helper can be expanded and searched for any lesson, so you can look up how to do a specific thing at any time.

Drugs system

Added new drugs system. It’s not just beer any more!

Drugs typically create up to four effects. Not all drugs have all effects.

Primary – The valuable short-term effect, whether it improves mood or work focus or combat effectiveness or makes one immune to a disease.

Overdose – Excessive drug usage in a short time can build up blood toxicity, leading to unconsciousness and possible death.

Tolerance – Long-term usage of a drug can build up a tolerance which makes subsequent usage less and less effective in producing the high.

Addiction – Drug use can form an addiction. This generates a new need for the drug which the pawn will try to feed regularly. If the need isn’t fed, the pawn will develop withdrawal symptoms (low mood, reduced consciousness). Eventually withdrawal will pass and the addiction will go away.

Drugs can be assigned for regular taking through the drug policy system. Similar to Outfits, drug policies are an assigned schedule for taking drugs. You can set any number of drugs, each with a frequency. For example, you can assign a colonist to drink 2 beers every day, and take one Malari-Block every 5 days.

Luciferium – Glitterworld mechanites that give huge bonuses to most capacities. However, without repeated doses the user goes insane and dies. It is impossible to clear the addiction, and the drug is 100% addictive on one dose.

Drugs are produced in various ways, typically at the new Drug Lab building, from various precursor chemicals and growable crops. They require research to create.

Deep drilling

The map now spawns with clusters of underground resources. These can be accessed by building a deep scanner to find them, and then building deep drills on top of them, and then working the drills. This slowly produces the resource.

Deep drilling tech is at the end of the tech tree. This should mitigate late-game resource exhaustion problems.

Misc

Mood is now drawn subtly behind the pawn on the colonist readout at the top of the screen.

You can now produce medicine from herbal medicine, neutroamine (a precursor chemical you buy), and cloth. Requires research.

Added passive cooler building. Made of wood and low tech, it cools a room for a short time. Good for passing heat waves as a tribe.

Added a ‘copy building’ tool which lets you quickly select the designator for a building through an existing copy of that building.

Beer production now takes several stages: Colonists make wort (unfermented beer) at the brewer table, then leave it in fermenting barrels for a while, after which they can harvest it as beer.

Previous Version : Alpha 14

0.14.1234

Alpha 14 - 0.14.1234 was released on July 15, 2016 - Alpha 14 Release

Changes

Combat

Pawns can no longer overlap during melee combat (unless they’re really small). No more animal deathstacks! This also creates new tactics around blocking, surrounding, or back-line shooters. We had to write a bunch of AI and blocking code to make this function.

Social

Some backstories now force pawns to have a given trait (e.g. Model->Beautiful)

Buildings

Roofs must now be manually built and torn down by colonists; they do not appear and disappear instantly any more.

Animals

Tortoises aren’t so deadly any more.

Animals no longer do incest.

Nuzzling is now a visualized, recorded social interaction.

Interface

Ground fertility is now reported on mouseover.

Trading interface now lets you type in the number you want to trade instead of dragging to the number.

Reworked the right-click menu to be prettier, more readable, more solid, and better handle large lists of options.

Incidents

Raiders can now enter “steal” mode if they see enough value. They’ll grab your stuff and carry it off.

Kidnapping raiders now work together much better to kidnap. Instead of everyone fleeing at once, some will kidnap while others cover them.

Miscellaneous

Full Steam Workshop support for mods.

Updated to Unity 5.

World generation is now part of the new game process, instead of being separate.

Flow for opening worlds and savegames from old version is now improved; the “warning, old version” dialog comes before you open them instead of after.

Seeds for world gen are now generated from actual words instead of random letter strings.

Deworked mods config menu to have a much nicer selection and ordering interface.

Humans can now eat unbutchered corpses (though they really don’t like it).

Trade caravans can bring pack dromedaries.

Gut worms and muscle parasites vanish sooner.

Reworked ancient tomb loot generation. Plasteel is sometimes found on pod people. So are components.

Research difficulty is now related to your faction’s tech level. Researching techs above your level is harder. So if you’re a tribe, researching spaceflight will be difficult.

Various refactorings to make modding easier and code easier to maintain and more flexible. Much more functionality is now implemented as composable ThingComps.

Many, many, many other balance changes, gameplay and interface refinements, and bugfixes.

New Contents

Scenario System

New scenario system allows you to choose, randomize, and customize special situations to play in. Determine starting situation, your type of community (tribe, colony), permanent map conditions, starting items, animals, health conditions, and traits, and change special rules.

Several built-in scenarios, including one matching the classic RimWorld experience, are included.

You can randomize new scenarios.

You can customize scenarios with a special interface that allows creation of any scenario you like.

Scenarios can be uploaded to or grabbed from Steam Workshop with a single click.

ScenPart: Climate cycle which makes the world get warmer and cooler over a period of years. Winter is coming.

ScenPart: Disable building a given type of building.

ScenPart: Pawns start with health condition.

ScenPart: Start with items.

ScenPart: Map is scattered with items.

ScenPart: Configure arrival method (pods or standing)

ScenPart: Starting pawns are all between ages X and Y

ScenPart: Pawns explode on death (configurable type and radius)

ScenPart: All pawns from source (game start/all) have trait X

ScenPart: Starting animal(s)

ScenPart: Disallow mining

ScenPart: Disallow hunting

ScenPart: Disallow taming

ScenPart: Disallow growing

ScenPart: Disable incident

ScenPart: Multiplier for any stat on the game (move speed, mining speed, etc)

ScenPart: Disallow building

Incidents

Added ‘ransom demand’ incident. Can fire after one of your people is kidnapped.

Infestations are easier and grow less exponentially.

Infestations only appear deeper underground now.

Hives now pop out glow pods – bug light sources that glow for 20 days (as long as they’re installed) and can be reinstalled or sold.

AI dressing algorithm is now better at making outfits to withstand cold temperatures. If there is no way to make a survivable outfit, pawns won’t arrive at all. No more raids arriving and keeling over in -60C weather.

Social

Added “killed my X” social thoughts so people dislike their loved ones’ killers

Added new class of “minor” mental breaks, which can happen at mood under 40%.

Research

Animals

Added panther for jungle biome. Because I discovered panthers aren’t real and I need to cope with this somehow.

Added/replaced animals created by the excellent Kay Fedewa:

Caribou

Cassowary

Deer

Emu

Arctic fox

Fennec fox

Red fox

Gazelle

Husky

Ibex

Lynx

Megatherium (prehistoric giant ground sloth)

Ostrich

Raccoon

Rat

Turkey

Arctic wolf

Timber wolf

Interface

Added a row of colonist icons along the top of the screen, with various status info. They can be clicked to select, double-clicked to jump to, or box-selected to multi-select. These icons can be turned off.

There is now an orange glow to help you identify very hot areas.

Animals tab now has gender and life stage informational columns

Animals tab now has a “slaughter” checkbox column to allow easy slaughtering of many animals

Animals tab now has checkbox columns for each trainable, to allow easy training of many animals

Miscellaneous

You can now play as a tribe in some scenarios.

Some traders buy and sell furniture now.

Bug Fixes

Traders, visitors, raiders, kidnappers, animals, etc will now escape if surrounded by walls with no way out.

Manhunters and insects will attack doors if colonists try to hop in and out of them while getting shots off.

Hives must now be tended by insects, so if insects are all instantly killed by a turret wall, the hives will die out.

You can no longer avoid the ‘executed prisoner’ mood impact by just shooting or starving the prisoner; pawns will get a “prisoner died innocent” thought. A similar solution applies to the deaths of colonists.

Solved various powerleveling exploits. Once colonists have learned a certain (high) amount in a day, they’ll learn at a much-reduced rate until the next day.

Flowers are no longer good animal feed (reduced nutrition).

Fixed exploit where players would give prisoner to raiders for kidnapping, to make raiders go away without a fight. Solution: Raiders only kidnap colonists.